125,652 Commits over 4,171 Days - 1.26cph!

6 Months Ago
Removed GibsSimulator component on retro tc corpse (editor component)
6 Months Ago
Added vending machine corpse
6 Months Ago
Enabled GPU instancing.
6 Months Ago
First pass of jungle color grade (not applied, needs a script amendment) Also first pass of jungle climate settings (probably gonna need an elevation multiplier for aerial density)
6 Months Ago
ContentIcon.Copy also copies the tooltip Fixed some small memory leaks in dedicated server workshop Undo a certain change that could be causing crashes for 1 dude Apply a hack for bone manip level transitions Added `-noconclr` to disable srcds console colors Partially implement mat_ambient_light convars They require shader changes for LightmappedGeneric for full support, sigh Fixed regression with TTT team colors while spectating SpawnIcon.Copy copies tooltip & OpenMenuExtra mimics contenticon Remove local define for MAX_EDICT_BITS in net.lua Fixed HLS shotgun right click pump sounds desync Make zoom_sensitivity_ratio save across sessions. Fixed a server crash to do with keyvalues Fix particles never appearing with debugger attached Micro optimize Get_Entity Make PLAYER:AddCleanup server only (Community Contrib) Localize named Citizen NPCs Fixed KEEP_ON_RECREATE_ENTITIES sharing value with other flag Updated FGD files Added logic_register_activator, logic_coop_manager, point_viewcontrol_multiplayer and point_viewproxy Updated prop_vehicle_choreo_generic
6 Months Ago
merge from high_walls_skins
6 Months Ago
Whitelist doors as well (to make sure gates aren't blocking reskin)
6 Months Ago
merge from high_walls_skins
6 Months Ago
Whitelisted furnaces, building blocks and barricades NRE fix
6 Months Ago
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6 Months Ago
Updated FGD files Added logic_register_activator, logic_coop_manager, point_viewcontrol_multiplayer and point_viewproxy Updated prop_vehicle_choreo_generic
6 Months Ago
merge from high_walls_skins
6 Months Ago
Block high wall spraycan reskinning if something is deployed on the wall and could be destroyed in the process Show a toast indicating which entity is blocking the action
6 Months Ago
Updated FGD files Added logic_register_activator, logic_coop_manager, point_viewcontrol_multiplayer and point_viewproxy Updated prop_vehicle_choreo_generic
6 Months Ago
gantry pipe end flipped variation. updated textures too
6 Months Ago
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6 Months Ago
Fixed a server crash to do with keyvalues Fix particles never appearing with debugger attached Micro optimize Get_Entity Make PLAYER:AddCleanup server only (Community Contrib) Localize named Citizen NPCs Fixed KEEP_ON_RECREATE_ENTITIES sharing value with other flag
6 Months Ago
Fixed a server crash to do with keyvalues Fix particles never appearing with debugger attached Micro optimize Get_Entity Make PLAYER:AddCleanup server only (Community Contrib) Localize named Citizen NPCs Fixed KEEP_ON_RECREATE_ENTITIES sharing value with other flag
6 Months Ago
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6 Months Ago
Updated workshop OBJ models - Custom SMG, Sleeping Bag, Waterpipe Shotgun, Pump Shotgun, Double Barrel Shotgun, Work Boots, Tank Top, Collared Shirt, Sword, Bear Rug, Rug, Rocket Launcher, Rock
6 Months Ago
merge from main
6 Months Ago
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6 Months Ago
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6 Months Ago
Update: Split various tick validation functions into smaller loops - Added a couple small extension utils to NativeList This helps isolate code that we'll be able to run as Burst jobs - there's a bit more to split Tests: Staging demo playback - got comparable results
6 Months Ago
Merge from parent
6 Months Ago
Layer fix
6 Months Ago
trawler greybox progress
6 Months Ago
Merge from ent_setup
6 Months Ago
Skeleton.Snake fix
6 Months Ago
Update: Adding last missing API - TickInterpolatorCache.TransformEntries - added tests to cover it Tests: ran unit tests
6 Months Ago
Some entity tweaks
6 Months Ago
Fixed legacy furnace corpse colliders Manifest
6 Months Ago
Fixed workbench1 corpse prefab Fixed workbench corpses being lootable Fixed corpse pickup showing conditions
6 Months Ago
set up and viewmodel prefab for wood armour gloves, added temp textures and model.
6 Months Ago
Update: Adding TickInterpolatorCache.PlayerTickIterator to help with code migration - Expanded unit tests to cover the new util and a couple more code paths Tests: none. Tests are currently failing as I uncovered a different issue - will fix in next CL
6 Months Ago
Compile fix
6 Months Ago
Optim: TickInterpolator.TestConsistency - Replace Assert.IsTrue with AssertTrue wrapper that doesn't allocate - Sprinkled some scopes for future Speeds up the unit test 20x times and avoids 3.6GB of garbage Tests: ran the unit tests
6 Months Ago
merge from main
6 Months Ago
Update store names
6 Months Ago
Bugfix: avoid writes past the end of the buffer Tests: ran unit tests
6 Months Ago
fix compute shader error
6 Months Ago
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6 Months Ago
merge from main
6 Months Ago
Update: Integrate TickInterpolatorCache into the server flow Tests: played back staging demo, once with it enabled from start, another with disabling-enabling it multiple times during playback. Both cases had comparable telemetry numbers
6 Months Ago
jungle terminals
6 Months Ago
Tests: Add more edge case testing - Testing 1 tick only - Testing up to capacity ticks Tests: ran unit tests
6 Months Ago
merge from softcore_update/deployable_corpse
6 Months Ago
Fixed 'ent kill' killing building blocks behind dropped items
6 Months Ago
merge from softcore_update
6 Months Ago
Bugfix: TickInterpolatorCache now properly handles "Reset" position - Fixed unit tests Tests: ran unit tests - all tests now pass